**Matchups **
A Word:
All advice is provided without consideration of assists on either side; this is undesirable yet a necessary limitation. Given Chris’s playstyle, this fortunately doesn’t change much except in instances of super armor characters (backed by beams), teleporters (especially when backed by beams) and perhaps (some) beam characters themselves. For example, take a relatively clear matchup like Hulk: you zone the crap out of him, and he really has no recourse. When you take a relatively clear matchup like Hulk, but add in Magneto’s EM Disruptor assist backing him up, this is more than a slight difference - the entire way you approach the fight has changed. Similarly, if you are backing Chris with a multi-hit projectile assist, suddenly Hulk’s super armored attacks aren’t something you should worry about as much, and zoning him becomes even easier. So, given this, I will primarily discuss your opponent’s options, and how you can handle those options, alongside the general concept of how the fight ought to be approached if the opponent, at least if the opponent is a more linear one.
All comparisons are organized alphabetically. Each potential opponent’s section is divided between his or her normals, specials, and hypers. The perspective taken is your opponent’s options, and then what options you have for responding, either pre-emptively or after the fact. If an “X” is in place of a normal attack’s notation, then the valuation applies to all normals of that type.
For testing against throw/melee/limited range hypers, the results are always done from within the opposing hyper’s range; obviously, any hyper loses when performed outside of its range of attack. If Chris can beat a hyper in any way, I will list the situation. Otherwise, I will list the opposing hyper as absolute victor in the contest, meaning that it will be victorious even when performed during Chris’s cinematic.
For additional information about the testing methods used, please see the below sections:
Testing Between Normals
Spoiler
Spacing:
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I set the CPU to repeat an action, with a small break between attacks so I can slightly alter positioning.
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I place Chris outside of the opposing attack’s range.
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I attack with Chris repeatedly while inching him closer each time, while always providing the opposing character an opportunity to attack between each test.
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The first attack to connect between the two is listed as the victor; the experiment is repeated several times more to ensure accuracy.
Speed:
All data comes from the Brady Games guide’s frame data, and is then verified by me through placing both characters at point blank range and starting their attacks simultaneously; several tests are run to ensure the results are accurate, and not simply due to my own error.
Moving Normals:
Some normals alter a character’s hitbox. Unless the attack is clearly outranged by Chris’s listed response during all stages of the attack, I list them as equal to each other, and make an (RND) notation. Against attacks that last until a character reaches a certain position, such as Wolverine’s Dive Kick or Captain America’s Charging Star, the attack is performed at a variety of positions and distances, and only the question of whether Chris can outrange these attacks when given proper timing is addressed, since you are unlikely to have to beat them in a battle of startup frames.
Grenade Launcher Testing Explanation
Spoiler
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I use the opposing character’s hyper at the maximum distance at which it can affect Chris if it is successful; during the opponent’s cinematic screen, I input Grenade Launcher. If Grenade Launcher wins, I list the hyper as < Grenade Launcher (GRL, CIN, FAR).
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I use the opposing character’s hyper at point blank range; during the opponent’s cinematic screen, I input Grenade Launcher. If Grenade Launcher wins, I list the hyper as < Grenade Launcher (GRL, CIN, CLS). If Grenade Launcher also won in 1), then I simply list the hyper as < Grenade Launcher (GRL).
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If Grenade Launcher lost in either 1) or 2), the reverse is attempted. Grenade Launcher’s input is made in the yet-to-be-determined situation(s), and then the opponent’s hyper input is made during its cinematic. If the opposing hyper beats Grenade Launcher, then it is listed as > Grenade Launcher.
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If the opposing hyper lost in 3), both hypers are attempted simultaneously; the victorious hyper is listed as superior to the opposing one, and an (RND) notation is assigned. The Brady Games frame data is used for verification of the results.
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If other results were found during the experiment, such as damage trades occurring, they are listed.
Sweep Combo Testing Explanation
Spoiler
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I use the opposing character’s hyper at the maximum distance at which it can affect Chris and it can still be successful within maximum distance of Sweep Combo’s initial knife strike; during the opponent’s cinematic screen, I input Sweep Combo. If Sweep Combo wins, I list the hyper as < Sweep Combo (SWC, CIN, FAR).
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I use the opposing character’s hyper at point blank range; during the opponent’s cinematic screen, I input Sweep Combo. If Sweep Combo wins, I list the hyper as < Sweep Combo (SWC, CIN, CLS). If Sweep Combo also won in 1), then I simply list the hyper as < Sweep Combo (SWC).
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If Sweep Combo lost in either 1) or 2), the reverse is attempted. Sweep Combo’s input is made in the yet-to-be-determined situation(s), and then the opponent’s hyper input is made during its cinematic. If the opposing hyper beats Sweep Combo, then it is listed as > Sweep Combo.
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If the opposing hyper lost in 3), both hypers are attempted simultaneously; the victorious hyper is listed as superior to the opposing one, and an (RND) notation is assigned. The Brady Games frame data is used for verification of the results.
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If other results were found during the experiment, such as damage trades occurring, they are listed.
Satellite Laser Testing Explanation
Spoiler
Due to the sluggishness of Satellite Laser, it generally can’t be used as straight punishment like most other attacking Level 3s can. However, it thankfully has both start-up invincibility and invincibility whenever Chris’s laser begins to come down and until it finishes exploding. As such, it can possibly be used for tricky, if only partial reversals due to it being a uniquely trifurcated Level 3, except without the guarantees that only other trifurcated super in the game, She-Hulk’s Emerald Splash, has. The controlled trifurcated nature of this super, combined with the invincibility phases and OTG aspects of it, makes it possible to damagingly bait at least certain characters who are unaware of this…as long as the slow-moving reticle is already near you.
Still, this nature of the super and the ability to control the starting position of the reticle means that it arguable has more potential than any other Level 3, if only for puroses of testing.
Due to the ability to move the starting the reticle, I will possibly need to specify the initial position of the explosion with L, M, H or D (for default, which means holding nothing). As it stands, though, FAR testing will generally be done with H Satellite Laser, while CLS testing will generally be done with D Satellite Laser.
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I use the opposing character’s hyper at the maximum distance at which it can affect Dormammu if it is successful; during the opponent’s cinematic screen, I input Satellite Laser. If Satellite Laser wins in that both its invincbility can beat the other super and/until its initial lasers hits, I list the hyper as < Satellite Laser (STL, CIN, FAR).
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I use the opposing character’s hyper at point blank range; during the opponent’s cinematic screen, I input Satellite Laser. If Satellite Laser wins in that both its invincbility can beat the other super and/until its initial lasers hits, I list the hyper as < Satellite Laser (STL, CIN, CLS). If Satellite Laser also won in 1), then I simply list the hyper as < Satellite Laser (STL).
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If Satellite Laser traded in either scenario, then I will try to determine whether it “won” by amount of damage taken versus amount of damage done with the initial Satellite Laser, which tends to get all its hits even in trades. If the Chris takes more damage than he deals, then Satellite Laser loses in that scenario. If Chris deals more damage than he takes, then Satellite Laser “wins”, despite it being likely that he ended up spending 1 bars versus an opponent’s one just to trade. Regardless, I will add a (TRD) by either scenario if I don’t count it as entirely separate.
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If Satellite Laser lost in either 1) or 2), the reverse is attempted. Satellite Laser’s input is made in the yet-to-be-determined situation(s), and then the opponent’s hyper input is made during its cinematic. If the opposing hyper beats Satellite Laser, then it is listed as > Satellite Laser.
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If the opposing hyper lost in 4), both hypers are attempted simultaneously; the victorious hyper is listed as superior to the opposing one, and an (RND) notation is assigned. The Brady Games frame data is used for verification of the results.
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If other results were found during the experiment, such as the two hypers negating each other, they are listed.
Why (RND) Is Used
Spoiler
When considering which hyper wins in a direct confrontation, it would be disingenuous to simply say the faster hyper wins. For example, Chaotic Flame takes a total of 11 frames before it is on screen and dealing damage. Shinkuu Hadoken takes 19 frames before it is on screen and dealing damage. While, technically, Chaotic Flame can beat out Shinkuu Hadoken, in practice the human body is simply not able to identify and respond to the flash animation within those 8 frames. In practice, it is more honest to say that whichever hyper begins first will win.
So, in all situations where the outcome is dependent on when the second hyper was started pre-cinematic, I will list the faster hyper as being superior, but I will also add the (RND) label to signify that, in practice, the first player to input his hyper command often wins, and there is a good deal of “randomness” involved. The data used for determining the faster hyper comes from the results of my own attempts to activate both hypers simultaneously, and is then checked against the Brady Guide to ensure I am not in error.
What (FAR) and (CLS) Mean
Spoiler
If two conflicting hypers have two results, with one listed as (FAR), and the other as (CLS), it simply means that, at a certain distance between the two characters, the relationship between them changes. Due to the large number of positional possibilities in the game and a lack of coordinates for communication, this is all that can be said. What (CLS) means is generally pretty obvious, but (FAR) can contextually mean anything from full-screen to just a few steps away from your opponent’s character. While this is not entirely satisfactory, there is simply no way to communicate the distance between two characters objectively.
General Matchup Legend:
(>) - The move in front of this symbol is superior to move(s) behind it in some fashion.
(<) - The move in front of this symbol is inferior to move(s) behind it in some fashion.
(=) - The move in front of this symbol is equal to move(s) behind it in some fashion.
Conditionals:
(WHF) - This relationship only holds true if the move in front of the symbol whiffs.
(BLK) - This relationship only holds true if the move in front of the symbol is blocked.
(FNT) - This relationship only holds true if the move in front of the symbol approaches from the front.
(OHD) - This relationship only holds true if the move in front of the symbol approaches overhead.
(CLS) - This relationship only holds true when you are close to your opponent.
(FAR) - This relationship only holds true when you are far from your opponent.
Matchup Normals Legend:
(RNG) - The expressed relationship is in regards to range.
(SPD) - The expressed relationship is in regards to start-up speed.
(TRD) - The two normals generally trade when both are spaced properly.
(RND) - Shifts in the opposing character’s hitbox render the spacing largely relationship.
Matchup Specials Legend:
(DUR) - The expressed relationship is in regards to projectile durability.
(PRI) - The expressed relationship is in regards to projectile priority.
(NEG) - The superior move is able to negate the inferior one entirely.
Matchup Hypers Legend:
(GRL) – The expressed relationship involves Grenade Launcher hyper. (May be unnecessary.)
(SWC) – The expressed relationship involves Sweep Combo hyper. (May be unnecessary.)
(CIN) - The expressed relationship exists when your input is performed during your opponent’s cinematic.
(RND) - The equals sign here means that the hypers are close enough that the first input generally wins.
(NEG) - The equals sign here means that the hypers cancel each other out completely.
(TRD) - The equals sign here means that the two hypers will trade.
(DUR) - The expressed relationship is in regards to beating Grenade Launcher’s durability or Satellite Laser’s durability/
(HIT) - The expressed relationship is in regards to beating Satellite Laser by hitting Chris.
Matchup Combos Legend:
(WHF) - This attack string will whiff against your opponent.
(HIT) - This attack string will hit against your opponent.
(FEW) - Only a few hits from Chris’s attack will connect with your opponent.
(BLK) - This relationship only holds true when the attack string is blocked.
(CRH) - This relationship only holds true when your opponent is crouching.
(SND) - This relationship only holds true when your opponent is standing.
Notation Examples
[details=Spoiler]
Dante:
•j.S > c.X (RNG)
Dante’s jumping S outranges all of Chris’s crouching normals sans, c.H, which is still sails over.
Tron Bonne:
•Servbot Takeout < Grenade Launcher (GRL, CIN, FAR)
With enough space, Grenade Launcher will beat Servbot Takeout during its cinematic screen. (Needs to be tested out when I have another controller.)
C. Viper:
•Viper Full Throttle < Satellite Laser (RND, CLS)
•Viper Full Throttle = Satellite Laser (RND, NEG, CLS)
•Viper Full Throttle < Satellite Laser (CIN, FAR)
At close ranges, Satellite Laser will tend to beat Viper Full Throttle if it is input first. If the inputs are close enough, and both characters are close, Viper Full Throttle and Satellite Laser will not interact at all due to their invulnerability frames. After a certain distance is achieved between the two characters, Satellite Laser will beat Viper Full Throttle when the input is made during her cinematic. (Needs to be tested out when I have another controller.)[/details]